User:Redneckerz

Aka Red.

So, who am i?
Long time visitor, now maintainer/editor of all things Doom and beyond on this wiki. Usually forgotten or broken links, new historic additions. Adding new, obscure or forgotten parts of our collective Doom History.

What is useless for many, is useful to some.


 * Leave a message on my Talk page

Special thanks to Quasar and Xymph for looking over most of my contributions and doing small clean up to my little mess ups.

Author news:
 * As of 04/11/2020 an official editor of DoomWiki. Thank you administrators!
 * As of 12/20/2020 mirrored MediaFire links from 11 affected pages to a more permanent seat on DRD Team.


 * (Note to self) Useful stuff: https://doomwiki.org/wiki/Talk:List_of_notable_WADs#Dead_link_replacement.3F
 * Additional note to self on how to deal with pretty tables: https://doomwiki.org/wiki/Doom128?curid=60023&diff=333068&oldid=333067 + Bikeshedder's:
 * The Idgames Upload form to enable uploading files to the Idgames archive via the website rather than FTP.

The H.A/R.M Project:
It is a documenting and archiving supplement project for the Doom and ZDoom wiki communities. Its purpose is to document all the missing source port links currently existing on the DOOM Wiki and other related Doom obscurities to establish a more complete timeline of DOOM. These may include the documenting of experimental source ports, testbeds and so on. These may or may not have been surpassed by newer ports, but they are part of a port's history and are therefore important or interesting to document. Delivering supplemental historical data for existing ports is also part of the portfolio, aswell as highlighting users that as of now go unrecognized, but deserve to be observed for their contributions even when they are not as visible as others are.


 * List of unreviewed pages
 * List of pending changes
 * List of templates
 * Detailed list of contributions: Special:Contributions/Redneckerz
 * See also: The H.A/R.M Project, The Historic Wiki project, at the DoomWorld forums for more information.

Contributions so far:
Contributions are in random order.

Creations:
'''Ongoing: Amiga. The majority is now covered, and only three more need expansion. Note to self: These still need to be added to the source port list.'''
 * AmiDoom (Another early Amiga source port, operating in the same timeframe as AmigaDoom and possibly the first port to exist, although not publically)
 * PsiDoom (Another early Amiga source port, independently developed in the same timeframe as AmigaDoom)
 * AmigaDoom (First Amiga port)
 * ZhaDoom68K (AmigaDoom based port)
 * ZhaDoomPPC (AmigaDoom based port, noted for its high resolutions and jumping and flying mechanics)
 * VDoom68K (ADoom based port, not particularly known)
 * VDoomPPC (First Amiga PPC based port)


 * Executable hack (Ongoing) (Initial page. Will categorize all the exe hacks that exist)
 * Source modification (Ongoing) (Initial page. Will categorize all the source mods that exist as a sub tier of source ports.)
 * Source port (Ongoing) (Adding various ports to the table after they got their articles)
 * VKDoom (Vulkan enhanced GZDoom with lightmap and raytraced shadows support)
 * ZDoomGL (v2) (The follow up to ZDoomGL (v1), with multitexture shader support)
 * Doom64 Super EX Plus (Doom64 EX Plus fork with additional custom monsters)
 * DEH 64000 (DEH 9000 clone for Doom 64)
 * Doom64 EX Plus (Doom64 EX successor with custom DeHackEd support)
 * ColdFusion (Modern port of the Fusion source port)
 * Knee-Deep in Knee-Deep in ZDoom (Providing tech details based on Esselfortium's explanation of how Doom2.exe was pushed)
 * COMPLVL (New lump that can automatically set a compatibility level in a wad without the need for a manual argument)
 * EDGE-Classic (fork of EDGE 1.35, targets low end hardware and with support for universal standards)
 * Patcher (A set of utilities by Jim Flynn for various aspects in WAD and asset manipulation)
 * ZZDoom (fork of ZDoom 2.9pre and GZDoom 2.4.0 for recent machines with DEHEXTRA and UMAPINFO support by drfrag)
 * Strife128 (Source modification based off gamesrc-ver-recreation for DOS that raises the limits beyond STRIFE1.EXE limits)
 * Meridian 59 (A highly influential MMORPG game whose engine BlakSton is eerily similar to Doom's and uses a custom scripting language and modified WinDEU level editor to create its levels)
 * Boom Editing Utilities (Collection of Jim Flynn's utilities for Boom, allows manipulation of COLORMAP, TRANMAP, SWITCHES and ANIMATED lumps)
 * DoomNew (Source port of DOS Doom with original DMX engine)
 * Doom Vanille (Source port of Linux Doom back to DOS with several custom features, also raises limits per Doom2-plus standards)
 * Doom 32X: Resurrection (Source port based off Jaguar Doom and Calico to improve the existing 32X port)
 * Hexen128 (Source modification based off gamesrc-ver-recreation for DOS that raises the limits even beyond Hexen-plus limits)
 * Heretic128 (Source modification based off gamesrc-ver-recreation for DOS that raises the limits even beyond Heretic-plus limits)
 * Doom128 (Source modification based off gamesrc-ver-recreation for DOS that raises the limits even beyond Doom32 limits)
 * Nugget Doom (Fork based off Woof with its own improvements, similar to how FDWL is a fork of DSDA-Doom with its own improvements.)
 * DZDoom (Fork based off GZDoom 1.9.1 that provides enhanced rendering compatibility with Doom 64 and PlayStation Doom)
 * DLight (Lightmap compilation utilty, utilized for Strife: Veteran Edition and Doom64 EX. ZDRay utilizes DLight code)
 * DoomXS (Minimalistic source port by Jim Valavanis (Jval) with slightly raised limits and instant start up, written in Pascal)
 * ReBoom Experimental (Experimental fork of ReBoom to add MBF21 and DEHEXTRA support, aswell as SIGIL support)
 * ReBoom (Fork of Boom 2.02 to take it to new and modern systems, whilst keeping it conservative)
 * Sprinkled Doom (Fork of Chocolate Doom and Chocolate Doom Plus that not only raises the static limits of Doom, but also does this for Heretic, Hexen and Strife. Kept in sync with mainline Chocolate Doom)
 * Chocolate Doom Plus (List of all Chocolate Doom forks that include the Doom2-plus executable hack)
 * Adam Bilbrough (Gibbon) (Author responsible for Pooch, ReBoom, Sprinkled Doom and providing builds of ports that have no compiled binaries)
 * DSDHacked (DeHackEd and MBF21 extension for unlimited things, states, sprites and objects
 * From DOOM With Love (DSDA-Doom fork with QoL improvements)
 * Pooch (Another cute WinMBF fork, but unlike Woof, stays near his kennel.)
 * csZDoom (Zandronum 1.3 fork by by drfrag to provide Quality-of-Life enhancements to a stable legacy build of Zandronum, including OpenGL rendering)
 * UMAPINFO (MAPINFO variant and standard that targets cross-port compatibility)
 * MBF21 (Or Modder's Best Friend, a new specification that enhances the moddability of Doom. Also changed pages from the members involved with this new standard)
 * UDoom32 (Executable hack targetting the Ultimate Doom executable of DOOM.EXE, including raised limits and increased heapsize)
 * TASMBF (MBF 2.03 derived fork and port also by TAS Team, introducing multi-level recording)
 * TASDoom (DOSDoom 0.47 derived fork and port providing new TAS recording and playback of demos, by the TAS Team)
 * Q-Zandronum (Zandronum 3.0 fork providing improved netcode, Quake-style movement and more. Made for Quake Champions: Doom Edition, but can be used like any regular port)
 * Tranmap-FX (Compilation by Esselfortium demonstrating various new effects achieved through a modified TRANMAP and containing everything you need to create new TRANMAP based effects in any Boom-compatible port. These effects are shader-like in nature but only work in software rendered ports)
 * TRANMAP (Very similar to TINTTAB and Translucency, this is a Boom feature that can be used to create new effects, like additive blending, grayscale effects, color inversion or hue-shifting. Later edited to include Tranmap-FX reference)
 * Texture pack (Outside of source ports, i also document texture packs. Since we have pages that describe these, a seperate article is in order. Includes list of known original texture packs)
 * MidDoom (Early, shortlived DOSDoom based port that primarily expanded upon DOSDoom with new player stats and better networking)
 * NetDoom (Early port that brought WinDoom and JHexen networking code together, and later was a combination of PrBoom 2.02 and JHexen networking code)
 * LZDoom (fork of GZDoom 3.3 and GZDoom Vintage 3.8.2, targetting mainline GZDoom features with an OpenGL 2 renderer made by drfrag)
 * ZDaemonGL (One time fork of ZDaemon 1.04, ZDoom 2.0.47 and ZDoomGL (v2) 0.74, made by Sean White (Nightfang)
 * ZDoom LE (fork of ZDoom 2.8.1 and GZDoom 1.8.4 for older machines. Comes in GL and non-GL subversions made by drfrag)
 * ZDoom CL (fork of ZDoom 2.1.4 and GZDoom 1.0.17, later ZDoom 2.1.7-only with enhanced performance on 486 and Pentium machines made by drfrag)
 * ZDoom32 (fork of ZDoom 2.8.1 and GZDoom 1.9.1 with truecolor rendering and various other additions made by drfrag)
 * GZDoom Vintage (Temporary fork of mainline GZDoom hosted by Graf Zahl for lower end machines made by drfrag)
 * Diego Antonio de Membiela Sánchez (drfrag) (Prolific programmer known for his various ports on the ZDoom codebase targetting different performance tiers)
 * K8Vavoom (Advanced port/fork of the Vavoom codebase with its own enhancements)
 * PsyDoom (Port of the Sony PlayStation version of Doom (with colored lighting) to Windows and Mac with various enhancements like a Vulkan renderer)
 * Jim Valavanis (Jval) (Prolific programmer responsible for ports such as DelphiDoom and FPCDoom)
 * GrbDoom (Unfinished ZDoom based source modification by Grubber heavily modifying weapons and enemies which was finally retrieved in 2021.)
 * The Battle for Mars (mod) (Unfinished partial conversion using a source modification of GZDoom.)
 * DEHEXTRA (DeHackEd extension providing thousands of codepointers to be used for new monsters, additional animations, and more.)
 * FastDoom (Vanilla Doom port targetting lower end systems, like the 386 and 486. Includes potato mode making it appear like SNES Doom. Later added in details for two text mode renderers: for CGA, EGA and VGA in 80x25 resolution in 16 colors in a virtual 80x50 resolution and  for VGA only video cards in native 80x50 resolution. )
 * Doom Patcher (Utility that can apply several executable hacks to the vanilla executable. 700th edit!)
 * VULD (DOS based launcher that can automatically apply DeHackEd patches and graphics from PWADS to a new executable with a custom name, using DoomHack and DeuSF.)
 * Airstrik (Early source modification derived from Doom Legacy demonstrating flight with a demonstration map, similarily to KGZDoom)
 * Vanilla Doom Actions (A demonstrator WAD of all linedef types and sector actions. A great educational tool)
 * Hexen-plus (Hexen executable hack, with raised limits from Doom2-plus but also several enhancements for demo playback)
 * S131mlk (Strife executable hack to enable freelook in the vanilla executable. Likely the only known hack in existence for Strife)
 * Doom2-plus (Limit raising executable hack, provided the basis for all the other Plus hacks)
 * Doom-plus (Doom 1 version executable hack with same raised limits as Doom2-plus)
 * Heretic-plus (Heretic executable hack, with raised limits from Doom2-plus)
 * Doom32 (A further evolution of Doom2-plus executable hack with a few additional raised limits, the ultimate Vanilla engine)
 * DoomTracer (CPU based raytraced port, using Chocolate Doom. What's not to love?)
 * SvStrife-plus (Obscure OpenGL port based on SvStrife, made by Entryway, based on PrBoom Plus and GLBoom)
 * ScoreDoomST (Seperated the port from ScoreDoom and made a proper page for it)
 * WolfDoom (Early 90's technology demo by the lead engineer of the Lithtech engine and using Doom's WAD for textures)
 * DoomWorld! (source modification) (DOSDoom based source modification adding TCP/IP functionality)
 * VanillaDM (GUI based launcher for Vanilla Doom using DOSBox to make multiplayer games easier and to treat DOSBox more like a source port)
 * KGZDoom (ZDoom Community Build-based source modification that attempted to implement vehicle support and custom particle control in ZDoom. Later added gallery of screenshots)
 * VSB Doom (Weird DOSDoom based source modification by the author of The Sky May Be)
 * ZDoom Community Build (The unofficial build ZDoom .96x, with various derivatives)
 * DoomPC (Port of DoomGL minus the OpenGL code, but retaining various improvements)
 * Aleksander Trojanowski (Polish game developer that created several fan-made Doom games with assets from Doom, Hexen and  in )
 * IDKFA (video game) (First QuickBASIC game by Aleksander Trojanowski)
 * ATTE (First game in the ATTE series of advanced QuickBASIC shooters)
 * ATTE2 (Sequel to ATTE, expanding the game visually)
 * ATTE3 (Sequel and final game in the series, significantly detouring from its predecessors)
 * ATTE (series) (Introductory page to the ATTE series of video games by Aleksander Trojanowski)
 * Steve Boom (Early Boom based source port expanding upon Boom 2.01)
 * PrjDoom (Successor to Steve Boom, early Boom based source port with several unique features for the time)
 * Woof! (WinMBF based source port focusing on QoL improvements, by Crispy Doom author Fabian Greffrath)
 * Timer (DOSDoom based port for demo recording, by the author of Chase)
 * ManDoom (ZDoom based port with permadeath and random level generation through OBLIGE)
 * Doom UEFI (Port of Linux Doom to the UEFI boot system)
 * Random Doom (DOSDoom port combining SLIGE level generator and BSP (node builder), mention of ManDoom port
 * rorEternity (Experimental Eternity port by RORDoom author Julian Aubourg. A nice challenge to get more accustomed to MediaWiki syntax)
 * Chase (DOSDoom port with first chasecam implementation)
 * SGI (Made a listing of the various available ports and archival links for historic reference)
 * ZDRay and edited the influenced pages for it
 * Magnus Norddahl (dpJudas) and edited the influenced pages for it (ZDoom/GZDoom)
 * Gerwin Broers (Gerwin), author of the MBF 2.04 maintenance release and added trivia there
 * ggiDoom and contributed ggiDoom release data at the source port page. Also added ggiDoom to the Linux Doom genealogy table and link clean up.
 * Andre Werthmann who made the Linux Heretic page and used it as a base for a port of GLHeretic by Michaël Ryssen (Kokak)
 * Linux Heretic and contributed its release data at the source port page

Additions:

 * QZDoom (Unstubbed the page, include a features list and releases pages)
 * Doom Editing Utilities (Referenced Knee-Deep in the DEU, a sample episode included with the distribution consiting of various early levels and being an early episode release played by many due to its inclusion in the DEU distribution)
 * WinDEU (Referenced Meridian 59's level editor RoomEdit, which is a significantly modified version of WinDEU v5.24)
 * HARMONY.EXE (Standalone executable hack, this time based off Doom32 to make Harmony a standalone game on DOS)
 * DHACX.EXE (Standalone executable hack to make HacX a standalone game on DOS)
 * REKKR.EXE/REKKRSL.EXE (Standalone executable hack to make REKKR a standalone game on DOS and Sunken Land playable with its own executable)
 * Doom in Japan (Correction for the PC-98 versions of Doom. They use the unique graphics hardware on these systems, which isn't the same as VGA)
 * DOOM: Legions of Hell (Detailed the DOS version, included that it runs sluggish on a 386, and other details)
 * Klooni (Detailed the expansions, included an additional DOS version download, based on a older version)
 * Selfie (Added subsection about, a standalone executable hack to take selfies in Doom, derived from InstaDoom
 * ZDaemon (Overhauled the page, included descriptions about its utilities and its new lumps (Such as EXTRADEH, PATCHINFO, etc) so its now more clear what ZDaemon's capabilities are)
 * DEHSUPP (Included ZDaemon's implementation, including descriptions)
 * PSP Legacy (Overhauled the page, listed history, uploaded all builds to FTP, expanded features. Latest version was in 2014)
 * PLAYPAL (Included list of PLAYPAL replacements, often those include a new COLORMAP aswell)
 * PrBoom (Included links to PrBoom 2.02 and its source code because it is a classic release, a pure port of Boom 2.02 to Windows by its original author. Later added a list of platforms supported by Libretro and the RetroArch frontend, which include PrBoom 2.5.0 as a core)
 * LsdlDoom (Expanded the page with links and features, including a build made 11 years later. It had a port to the Sony PlayStation 2)
 * LxDoom (Expanded the page with links and features. It supports MBF extensions, and had a port to the Corel Netwinder)
 * Doom 2D (Radically overhauled the page, including technical description, various ports, modifications and tools)
 * ConSiGno (Inclusion of Doom32 references)
 * Obsidian (source port) (Adding archives and dates)
 * Text Mode Doom (Adding FastDoom details)
 * Vavoom (Clean up, additional detail)
 * XDoom (Links, clean up)
 * Cleimos (Included trivia section detailing its included editing utility, and how it changes the Doom executable similar to DeHacked, mentioning the DeHacked patch made to emulate its functionality called  and referencing the inclusion of the Dshrink utility
 * Alien Vendetta (Included trivia section detailing its included modified DeHacked based exectuable, and its hex-edit to include par times, which isn't possible in DeHacked)
 * The Adventures of Square (Updated version history, added details regarding the executable of the standalone version, called, and included trivia section with historic information regarding the included executable)
 * Hacx (Added trivia section for its modified DeHacked based executable, and describing the differences from the two versions and patches,  and )
 * Chris Laverdure (Dashiva) (Inclusion of Doom2.exe Alliance membership and various PrBoom based tools in body of work)
 * Laura Herrmann (BahdKo) (Inclusion of BFGHack DeHacked based executable and PrBoom based CMAT tool)
 * Bot (Expanded page greatly with bot history, DeHacked bots and list of most bots known)
 * Doom 3: Mr. Smiley Head's Safari (Added section about the original custom executable used by it, a binary patched version of DOOM.EXE version 1.2 called )
 * Doom II X-Treme (Added section about the "engine" employed there called Doom2X, aswell as the hardcoded executable the original release used)
 * Doom 2 Extreme Gold (Added section about the "engine" employed there called Doom2X, aswell as the hardcoded executable the original release used)
 * ACE Engine (Expanded the page after Gez's initial workings with feature list and more)
 * Martin Eyre (Vermil) (Added trivia section for Corr7TC's custom JDoom based engine)
 * NxDoom (Reworked page in limited fashion, listed features like BEX support and clean up)
 * DM2Conv (Added Windows x86/x64 port of the utility)
 * GlDoom (Inclusion of April 2020 unofficial updates. Later overhauled the entire page with history, additional info and features)
 * Skulltag (Adding section about 2017 forum archive effort and link to said archive)
 * FreeDoom (Various edits, mostly around commercial derivatives using its assets, including an UE4 based title)
 * ScoreDoom (Revamped the page with extensive history and its now a proper page)
 * ZDoomGL (v1) (Reworked the page, unknotted the confusing history, proper representation. Subject to naming debate.)
 * ADoomPPC (Reworked the page so its now a proper page)
 * IDoom (Reworked the page so its now an actual page)
 * Grezzo 2 (Details of renamed Skulltag build, )
 * Super Sonic Doom (Details of custom ZDoom build 2.0.94f and links)
 * The Sky May Be (Details of Blessed Engine and links)
 * ADoom (Rewrote the page so its now an actual page)
 * ACS mini game (Added in two new minigames, that do not require ZDoom, but rely on Hexen only)
 * Odamex (Minor additions)
 * Operation Overlord (Included trivia section with specific information regarding the original version's included executable)
 * Christoph Oelckers (Graf Zahl) (Inclusion of ZDoom Community Build)
 * Jan Cholasta (Grubber) (Expanded page with his custom port, and inclusion of ZDoom Community Build)
 * SMMU (Revamped page, history, infobox. Now it looks like a proper page)
 * Chex Quest (Description of included executable, WADs that rely on it, plus Dehacked patches that emulate the behavior)
 * Chex Quest 3 (Description of included executable, including semi-official GZDoom version, source code and WADs that rely on of the official exe)
 * WolfenDOOM (Doom) (Reference of custom Boom modifications used in three scenarios, made by Joel Murdoch. Later edited to include list of features by these Boom modifications and from which version they are based off, namely, and . Also included WolfenDOOM: Blade of Agony and details on its executable, )
 * Joel Murdoch (Referenced engine related codework on various projects)
 * SilverMiner (Included trivia section, added source code link for The Boggy Region)
 * Robert Eckhardt (Ichor) (Included trivia section, added source code link for Carnage Galore 3: Fury of Vuradi)
 * Doom 64 TC (Included trivia section with specific information regarding the included executable)
 * Action Doom 2: Urban Brawl (Included trivia section with specific information regarding the included executable)
 * Foreverhood (Included trivia section with specific information regarding the included executable for both versions)
 * Harmony (Included trivia section with specific information regarding the included executable)
 * Deus Vult II (Included trivia section with specific information regarding the included executables)
 * ReMooD (Inclusion of obscure Windows CE and DOS builds)
 * Fabian Greffrath (Inclusion of the Woof! source port)
 * DeHackEd (Doomhack references and explanation)
 * Liquorice (Minor fixes)
 * Chocolate Doom (Added a trivia section to reference version 1.30, notable for WinCE support. Various devices over the years have ran Choco through this version. Also added directory link to that version.)
 * Baron of Hell (Doom Eternal) (Clean up)
 * Julian Aubourg (Inclusion of the rorEternity port)
 * Room-over-room (Inclusion of the rorEternity port)
 * Andy Kempling (aurikan) (Mentioned Chase port and additional clarifications)
 * Chasecam (Added Chase port from Andy Kempling to the list)
 * DOSDoom (Added ports to genealogy table)
 * RORDoom (Link clean up. Clarified source code genealogy and referencing rorEternity port)
 * NEXTSTEP (Clarified name NEXTSTEP version of Doom and included a link to its binary on Gamers.org)
 * Doom community jargon (Included Post a log, DevBuild/DevBuilds and Autoload jargon)
 * Amiga (Reworked page. Added several new ports to the list, included various links referencing the mentioned new ports and downloads. Later edits include new ports (VDoom68k and EDoom, the latter being rather rare)
 * GZDoom (Date and feature edits. Also backported features list from the dpJudas page)
 * Doom Classic Unity port (Various additional reference data)
 * MBF (Significantly overhauled the Update section and added MBF-386 and MBF-Sigil/MBF-SNM sub-sections)
 * Catacomb 3D (Added CatacombGL section)
 * DoomGL (adding history, list of features and included yet another port, DoomPC, that later got a seperate page
 * Michaël Ryssen (Kokak) (Revised the page to include all his ports and other developments)
 * Doom Builder 2 (Added Ultimate Doom Builder to the page along with DRD Team and Github links)
 * WinMBF (Added WinMBF64 fork at the page)
 * Caverns of Darkness (Added original COD Engine source code historical date reference by Christopher Lutz and reflected article to mesh with re-release by Joel Murdoch. Later included references to, the first custom build making it playable under ZDoom)
 * JDP (Unstubbed the page with background info from readme and added latest and original binaries and source code links, the latter only found at the 3D Downloads section of Doomworld)
 * sfdoom (Added detailed features list section, taken directly from the original text and added direct binary and source links. Unlike SMMU, there is no mention of restriction into linking these. Later reworked page to be more official)
 * Mikoportal (Added Doomworld reference and advanced level editing category to the page to be similar to the Linguortal one)

Contributions so far to the ZDoom documentation project:

 * Created the ZZDoom page to the Wiki
 * Created the DZDoom page to the Wiki
 * Created the csZDoom page to the Wiki
 * Created the ZDoom32 page to the Wiki
 * Created the ZDoom CL page to the Wiki
 * Created the ZDoom LE page to the Wiki
 * Created the GZDoom Vintage page to the Wiki
 * Created the GADoom page to the Wiki
 * Created the GrbDoom page to the Wiki
 * Created the ManDoom page to the Wiki
 * Created the Raze page to the Wiki, Graf Zahl's port of EDuke32 rendering with GZDoom functions
 * Created the ZDRay page to the Wiki, using information from the DoomWorld entry
 * Rediscovered the ZDuke source port binary and created a thread out of it. Marisa Heit (Randi) generously uploaded the source code of this in December 2019
 * Researched and suggested to add GrbZDoom to the wiki, Gez created its page with links, made slight edits here and there
 * Added original Caverns of Darkness COD Engine source code historical date reference by Christopher Lutz and reflected article to mesh with re-release by Joel Murdoch
 * Added Ultimate Doom Builder to the Doom Builder page along with forum reference and Github link